#include "gles2N64.h"
#include "Debug.h"
#include "F3D.h"
#include "F3DEX.h"
#include "F3DEX2.h"
#include "N64.h"
#include "RSP.h"
#include "RDP.h"
#include "gSP.h"
#include "gDP.h"
#include "GBI.h"
#include "OpenGL.h"

#include "Config.h"

void F3DEX2_Mtx( u32 w0, u32 w1 )
{
    gSPMatrix( w1, _SHIFTR( w0, 0, 8 ) ^ G_MTX_PUSH );
}

void F3DEX2_MoveMem( u32 w0, u32 w1 )
{
#ifdef __TRIBUFFER_OPT
    gSPFlushTriangles();
#endif
    switch (_SHIFTR( w0, 0, 8 ))
    {
        case F3DEX2_MV_VIEWPORT:
            gSPViewport( w1 );
            break;

        case G_MV_MATRIX:
            gSPForceMatrix( w1 );
            RSP.PC[RSP.PCi] += 8;             // force matrix takes two commands
            break;

        case G_MV_LIGHT:
            u32 offset = _SHIFTR( w0, 8, 8 ) << 3;
            if (offset >= 48)
            {
                gSPLight( w1, (offset - 24) / 24);
            }
            break;
    }
}

void F3DEX2_Vtx( u32 w0, u32 w1 )
{
    u32 n = _SHIFTR( w0, 12, 8 );

    gSPVertex( w1, n, _SHIFTR( w0, 1, 7 ) - n );
}

void F3DEX2_Reserved1( u32 w0, u32 w1 )
{
}

void F3DEX2_Tri1( u32 w0, u32 w1 )
{
    gSP1Triangle( _SHIFTR( w0, 17, 7 ),
                  _SHIFTR( w0, 9, 7 ),
                  _SHIFTR( w0, 1, 7 ));
}

void F3DEX2_PopMtx( u32 w0, u32 w1 )
{
    gSPPopMatrixN( 0, w1 >> 6 );
}

void F3DEX2_MoveWord( u32 w0, u32 w1 )
{
    switch (_SHIFTR( w0, 16, 8 ))
    {
        case G_MW_FORCEMTX:
            // Handled in movemem
            break;
        case G_MW_MATRIX:
            gSPInsertMatrix( _SHIFTR( w0, 0, 16 ), w1 );
            break;
        case G_MW_NUMLIGHT:
            gSPNumLights( w1 / 24 );
            break;
        case G_MW_CLIP:
            gSPClipRatio( w1 );
            break;
        case G_MW_SEGMENT:
            gSPSegment( _SHIFTR( w0, 0, 16 ) >> 2, w1 & 0x00FFFFFF );
            break;
        case G_MW_FOG:
            gSPFogFactor( (s16)_SHIFTR( w1, 16, 16 ), (s16)_SHIFTR( w1, 0, 16 ) );
            break;
        case G_MW_LIGHTCOL:
            gSPLightColor((_SHIFTR( w0, 0, 16 ) / 24) + 1, w1 );
            break;
        case G_MW_PERSPNORM:
            gSPPerspNormalize( w1 );
            break;
    }
}

void F3DEX2_Texture( u32 w0, u32 w1 )
{
    gSPTexture( _FIXED2FLOAT( _SHIFTR( w1, 16, 16 ), 16 ),
                _FIXED2FLOAT( _SHIFTR( w1, 0, 16 ), 16 ),
                _SHIFTR( w0, 11, 3 ),
                _SHIFTR( w0, 8, 3 ),
                _SHIFTR( w0, 1, 7 ) );
}

void F3DEX2_SetOtherMode_H( u32 w0, u32 w1 )
{
    switch (32 - _SHIFTR( w0, 8, 8 ) - (_SHIFTR( w0, 0, 8 ) + 1))
    {
        case G_MDSFT_PIPELINE:
            gDPPipelineMode( w1 >> G_MDSFT_PIPELINE );
            break;
        case G_MDSFT_CYCLETYPE:
            gDPSetCycleType( w1 >> G_MDSFT_CYCLETYPE );
            break;
        case G_MDSFT_TEXTPERSP:
            gDPSetTexturePersp( w1 >> G_MDSFT_TEXTPERSP );
            break;
        case G_MDSFT_TEXTDETAIL:
            gDPSetTextureDetail( w1 >> G_MDSFT_TEXTDETAIL );
            break;
        case G_MDSFT_TEXTLOD:
            gDPSetTextureLOD( w1 >> G_MDSFT_TEXTLOD );
            break;
        case G_MDSFT_TEXTLUT:
            gDPSetTextureLUT( w1 >> G_MDSFT_TEXTLUT );
            break;
        case G_MDSFT_TEXTFILT:
            gDPSetTextureFilter( w1 >> G_MDSFT_TEXTFILT );
            break;
        case G_MDSFT_TEXTCONV:
            gDPSetTextureConvert( w1 >> G_MDSFT_TEXTCONV );
            break;
        case G_MDSFT_COMBKEY:
            gDPSetCombineKey( w1 >> G_MDSFT_COMBKEY );
            break;
        case G_MDSFT_RGBDITHER:
            gDPSetColorDither( w1 >> G_MDSFT_RGBDITHER );
            break;
        case G_MDSFT_ALPHADITHER:
            gDPSetAlphaDither( w1 >> G_MDSFT_ALPHADITHER );
            break;
        default:
            u32 length = _SHIFTR( w0, 0, 8 ) + 1;
            u32 shift = 32 - _SHIFTR( w0, 8, 8 ) - length;
            u32 mask = ((1 << length) - 1) << shift;

            gDP.otherMode.h &= ~mask;
            gDP.otherMode.h |= w1 & mask;

            gDP.changed |= CHANGED_CYCLETYPE;
            break;
    }
}

void F3DEX2_SetOtherMode_L( u32 w0, u32 w1 )
{
    switch (32 - _SHIFTR( w0, 8, 8 ) - (_SHIFTR( w0, 0, 8 ) + 1))
    {
        case G_MDSFT_ALPHACOMPARE:
            gDPSetAlphaCompare( w1 >> G_MDSFT_ALPHACOMPARE );
            break;
        case G_MDSFT_ZSRCSEL:
            gDPSetDepthSource( w1 >> G_MDSFT_ZSRCSEL );
            break;
        case G_MDSFT_RENDERMODE:
            gDPSetRenderMode( w1 & 0xCCCCFFFF, w1 & 0x3333FFFF );
            break;
        default:
            u32 length = _SHIFTR( w0, 0, 8 ) + 1;
            u32 shift = 32 - _SHIFTR( w0, 8, 8 ) - length;
            u32 mask = ((1 << length) - 1) << shift;

            gDP.otherMode.l &= ~mask;
            gDP.otherMode.l |= w1 & mask;

            gDP.changed |= CHANGED_RENDERMODE | CHANGED_ALPHACOMPARE;
            break;
    }
}

void F3DEX2_GeometryMode( u32 w0, u32 w1 )
{
    gSPGeometryMode( ~_SHIFTR( w0, 0, 24 ), w1 );
}

void F3DEX2_DMAIO( u32 w0, u32 w1 )
{
}

void F3DEX2_Special_1( u32 w0, u32 w1 )
{
}

void F3DEX2_Special_2( u32 w0, u32 w1 )
{
}

void F3DEX2_Special_3( u32 w0, u32 w1 )
{
}

void F3DEX2_Quad( u32 w0, u32 w1 )
{
    gSP2Triangles( _SHIFTR( w0, 17, 7 ),
                   _SHIFTR( w0, 9, 7 ),
                   _SHIFTR( w0, 1, 7 ),
                   0,
                   _SHIFTR( w1, 17, 7 ),
                   _SHIFTR( w1, 9, 7 ),
                   _SHIFTR( w1, 1, 7 ),
                   0 );
}

void F3DEX2_Init()
{
    // Set GeometryMode flags
    GBI_InitFlags( F3DEX2 );

    GBI.PCStackSize = 18;

    // GBI Command                      Command Value               Command Function
    GBI_SetGBI( G_RDPHALF_2,            F3DEX2_RDPHALF_2,           F3D_RDPHalf_2 );
    GBI_SetGBI( G_SETOTHERMODE_H,       F3DEX2_SETOTHERMODE_H,      F3DEX2_SetOtherMode_H );
    GBI_SetGBI( G_SETOTHERMODE_L,       F3DEX2_SETOTHERMODE_L,      F3DEX2_SetOtherMode_L );
    GBI_SetGBI( G_RDPHALF_1,            F3DEX2_RDPHALF_1,           F3D_RDPHalf_1 );
    GBI_SetGBI( G_SPNOOP,               F3DEX2_SPNOOP,              F3D_SPNoOp );
    GBI_SetGBI( G_ENDDL,                F3DEX2_ENDDL,               F3D_EndDL );
    GBI_SetGBI( G_DL,                   F3DEX2_DL,                  F3D_DList );
    GBI_SetGBI( G_LOAD_UCODE,           F3DEX2_LOAD_UCODE,          F3DEX_Load_uCode );
    GBI_SetGBI( G_MOVEMEM,              F3DEX2_MOVEMEM,             F3DEX2_MoveMem );
    GBI_SetGBI( G_MOVEWORD,             F3DEX2_MOVEWORD,            F3DEX2_MoveWord );
    GBI_SetGBI( G_MTX,                  F3DEX2_MTX,                 F3DEX2_Mtx );
    GBI_SetGBI( G_GEOMETRYMODE,         F3DEX2_GEOMETRYMODE,        F3DEX2_GeometryMode );
    GBI_SetGBI( G_POPMTX,               F3DEX2_POPMTX,              F3DEX2_PopMtx );
    GBI_SetGBI( G_TEXTURE,              F3DEX2_TEXTURE,             F3DEX2_Texture );
    GBI_SetGBI( G_DMA_IO,               F3DEX2_DMA_IO,              F3DEX2_DMAIO );
    GBI_SetGBI( G_SPECIAL_1,            F3DEX2_SPECIAL_1,           F3DEX2_Special_1 );
    GBI_SetGBI( G_SPECIAL_2,            F3DEX2_SPECIAL_2,           F3DEX2_Special_2 );
    GBI_SetGBI( G_SPECIAL_3,            F3DEX2_SPECIAL_3,           F3DEX2_Special_3 );

    GBI_SetGBI( G_VTX,                  F3DEX2_VTX,                 F3DEX2_Vtx );
    GBI_SetGBI( G_MODIFYVTX,            F3DEX2_MODIFYVTX,           F3DEX_ModifyVtx );
    GBI_SetGBI( G_CULLDL,               F3DEX2_CULLDL,              F3DEX_CullDL );
    GBI_SetGBI( G_BRANCH_Z,             F3DEX2_BRANCH_Z,            F3DEX_Branch_Z );
    GBI_SetGBI( G_TRI1,                 F3DEX2_TRI1,                F3DEX2_Tri1 );
    GBI_SetGBI( G_TRI2,                 F3DEX2_TRI2,                F3DEX_Tri2 );
    GBI_SetGBI( G_QUAD,                 F3DEX2_QUAD,                F3DEX2_Quad );
//  GBI_SetGBI( G_LINE3D,               F3DEX2_LINE3D,              F3DEX2_Line3D );
}

